Hi
Really enjoying this game - our gaming group has six people playing six different gangs, and it has been fun! However, we have a few questions and comments. We will no doubt have more when we start using more of the Block War rules...
Shooting
Shoot Actions - " A model with no shoot score may not take a shoot action" - does this mean a model with a score of zero or below (as even a zero is a score) can't shoot, or only models without any shoot score at all can't shoot?
Line of sight
Countless arguments about line of sight and cover here - mainly around the definition of "see at least part of the model - flags and radio antenna don't count"; we have players with entire gangs armed with long range weapons who basically sit still and snipe, using this rule to the letter - "He can just about see the top of his head and maybe an ear! I can shoot with this Las Cannon" (those things are ridiculously overpowered, BTW) - I understand that the rules are meant to be quick and simple, but what about a rule making those kind of shots a bit harder - they are trying to place a shot at a small target a long way away after all!
Maybe a further bonus to cover if less than a quarter of the model is in line of sight?
Range
It seems a bit odd that someone standing six inches from an enemy right in front of him has the same chance of hitting them than someone 48" away firing at a model where he can only see the top half of the targets head with a las cannon. Other games have minuses to shoot over certain distances. There is just too much temptation for people so stand behind cover with extreme long range weapons and too many advantages to this style of play!
Melee
Push Backs - can you or can you not push a model back off a building? I thought the rule was pretty clear that you could ("You may find this useful to create a bit of room around an objective, or even to force an enemy to fall from a high wall!") but other people argue about the meaning of "You cannot push an enemy model into impassable terrain or off the table." - trying to argue that "off the building" counted as "impassible terrain"
Arrests
When a model is arrested, it is usually allowed back next campaign game - (as Minions return to the force on a roll of 2 or higher if they were removed through failure of ill to Fight) - this does not seem logical - surely the creep would be in the cubes?
Falling
If you fall off a building or wall but survive, shouldn't you be be considered to have been knocked down?
Voluntary Retreat
"A player may choose to voluntarily fail any Will to Fight check... (but) he may only choose to fail a Will to Fight check when a model is required to make one. Not before!" - does this stop heroes from voluntarily retreating, since they effectively don't make WtF checks?
Weapons
Long Rifle - Just think that this is overpowered at 20 creds for its range and the fact it has 2 Damage, especially with the lack of any negative modifiers when fired at extreme long range... plus considering that Judges weapons are only short range.
Swinging Apes
Are apes able to cross difficult terrain without movement penalties? As they can jump gaps and climb buildings it would seem that a bit of rubble and a few small walls wouldn't affect them?
Talents
Does the mercenary a Fixer can take count towards total gang value, and if so, is it at full or half cost?
Dual Shooter. dual Shooter Master & Punisher
If you fire 2 pistols using these talents, do you get all of the shooting dice from both guns?
These talents would suggest not, but the sentence "The Hero shoots with two pistol weapons simultaneously" makes it sound like he can - question is, 2 pistols with dual shooter can be argued to be all of the dice from both of the guns, or just all of the dice from only one of the guns, with the second weapon being responsible for the bonuses given from these talents? If that makes sense? (We've had players trying to claim 7 Shooting Dice at +1 damage because Dual Shooter gives them the +1 and Master gives them an extra shooting dice, with the pistols having 3SD each...)
Mercenaries
Can you use a mercenary that is a higher level than your highest level character? I am sure I read that somewhere but cannot find the rule...
Campaign XP and Rewards
This gets really complicated to actually monitor! I understand the rules but we spend more time upgrading gangs with XP, levels and new equipment than we do playing the game. 40% of opponents total force to winner and loser is fine at 500 points, but gang values rise really quickly and about 5 games in you are looking at well over 2000 points per gang, with credit payouts getting silly.
We've placed a limit of 2000 points being the maximum a gang can send out into battle to keep it manageable, and have decided the loser only gets a flat 20% of 2000 - players can agree to both field more if they want, but the credit payout remains based on 2000. Even then, that's 800 creds for the winner and 400 for the loser - as their heroes will also be levelling up that's more than enough reward... as written, the game is in danger of becoming far too complex as each gang becomes massive.
Any comments / observations / house rules on any of the above from anyone would be appreciated!!
Really enjoying this game - our gaming group has six people playing six different gangs, and it has been fun! However, we have a few questions and comments. We will no doubt have more when we start using more of the Block War rules...
Shooting
Shoot Actions - " A model with no shoot score may not take a shoot action" - does this mean a model with a score of zero or below (as even a zero is a score) can't shoot, or only models without any shoot score at all can't shoot?
Line of sight
Countless arguments about line of sight and cover here - mainly around the definition of "see at least part of the model - flags and radio antenna don't count"; we have players with entire gangs armed with long range weapons who basically sit still and snipe, using this rule to the letter - "He can just about see the top of his head and maybe an ear! I can shoot with this Las Cannon" (those things are ridiculously overpowered, BTW) - I understand that the rules are meant to be quick and simple, but what about a rule making those kind of shots a bit harder - they are trying to place a shot at a small target a long way away after all!
Maybe a further bonus to cover if less than a quarter of the model is in line of sight?
Range
It seems a bit odd that someone standing six inches from an enemy right in front of him has the same chance of hitting them than someone 48" away firing at a model where he can only see the top half of the targets head with a las cannon. Other games have minuses to shoot over certain distances. There is just too much temptation for people so stand behind cover with extreme long range weapons and too many advantages to this style of play!
Melee
Push Backs - can you or can you not push a model back off a building? I thought the rule was pretty clear that you could ("You may find this useful to create a bit of room around an objective, or even to force an enemy to fall from a high wall!") but other people argue about the meaning of "You cannot push an enemy model into impassable terrain or off the table." - trying to argue that "off the building" counted as "impassible terrain"
Arrests
When a model is arrested, it is usually allowed back next campaign game - (as Minions return to the force on a roll of 2 or higher if they were removed through failure of ill to Fight) - this does not seem logical - surely the creep would be in the cubes?
Falling
If you fall off a building or wall but survive, shouldn't you be be considered to have been knocked down?
Voluntary Retreat
"A player may choose to voluntarily fail any Will to Fight check... (but) he may only choose to fail a Will to Fight check when a model is required to make one. Not before!" - does this stop heroes from voluntarily retreating, since they effectively don't make WtF checks?
Weapons
Long Rifle - Just think that this is overpowered at 20 creds for its range and the fact it has 2 Damage, especially with the lack of any negative modifiers when fired at extreme long range... plus considering that Judges weapons are only short range.
Swinging Apes
Are apes able to cross difficult terrain without movement penalties? As they can jump gaps and climb buildings it would seem that a bit of rubble and a few small walls wouldn't affect them?
Talents
Does the mercenary a Fixer can take count towards total gang value, and if so, is it at full or half cost?
Dual Shooter. dual Shooter Master & Punisher
If you fire 2 pistols using these talents, do you get all of the shooting dice from both guns?
These talents would suggest not, but the sentence "The Hero shoots with two pistol weapons simultaneously" makes it sound like he can - question is, 2 pistols with dual shooter can be argued to be all of the dice from both of the guns, or just all of the dice from only one of the guns, with the second weapon being responsible for the bonuses given from these talents? If that makes sense? (We've had players trying to claim 7 Shooting Dice at +1 damage because Dual Shooter gives them the +1 and Master gives them an extra shooting dice, with the pistols having 3SD each...)
Mercenaries
Can you use a mercenary that is a higher level than your highest level character? I am sure I read that somewhere but cannot find the rule...
Campaign XP and Rewards
This gets really complicated to actually monitor! I understand the rules but we spend more time upgrading gangs with XP, levels and new equipment than we do playing the game. 40% of opponents total force to winner and loser is fine at 500 points, but gang values rise really quickly and about 5 games in you are looking at well over 2000 points per gang, with credit payouts getting silly.
We've placed a limit of 2000 points being the maximum a gang can send out into battle to keep it manageable, and have decided the loser only gets a flat 20% of 2000 - players can agree to both field more if they want, but the credit payout remains based on 2000. Even then, that's 800 creds for the winner and 400 for the loser - as their heroes will also be levelling up that's more than enough reward... as written, the game is in danger of becoming far too complex as each gang becomes massive.
Any comments / observations / house rules on any of the above from anyone would be appreciated!!